Specials

Nightmare scrolls, hardcore mode, town stash, backpack, runs, and the music system

Contents

1. Nightmare Scrolls

Consumable items that trigger standalone boss fights. Scrolls are rare drops that let you challenge a powerful nightmare boss outside of normal runs.

Drop Mechanics

Scroll Properties

Each scroll stores multipliers determined at drop time using a gaussian distribution:

PropertyPeakSigmaFloor95% Range
HP multiplier4.50.753.03.0 – 6.0
Damage multiplier1.50.251.01.0 – 2.0

Using a Scroll

Rewards

xp_reward = base_xp × hp_mult × dmg_mult × 2
Backpack space: a nightmare can drop up to seven items at once (six equipment slots plus the crystal). Anything that does not fit is lost, so go in with room.
Risk vs. Reward: Higher scroll multipliers mean tougher fights but more XP. A typical 4.5× HP + 1.5× DMG scroll gives ~13.5× the normal single-kill XP reward; a max-roll 6× HP + 2× DMG scroll can reward up to 24×.

2. Co-op Nightmares

A nightmare does not have to be faced alone. You can ask other players on your realm to come and help — and if one accepts, everything the boss drops is split between you.

In testing: co-op nightmares are new, so hardcore deaths are switched off for all nightmares — solo ones included — while we watch how they behave in the wild. A hardcore character can lose a nightmare without being lost. Dying on a normal run is unchanged and still permanent. This will be switched back on when the testing period ends, and it will be announced when it happens.

Asking for Help

Who can be asked:

Accepting

The Fight

Both heroes appear side by side. A Gear button switches the equipment panel between the two of you, so you can see what your partner brought.

Bringing a much stronger friend works. There is no level restriction on who you can ask. A high-level helper will carry a low-level host — but they also take the boss's full damage, so a deep nightmare is still dangerous for them.

Retreating

Splitting the Loot

When the nightmare dies with both heroes still standing, every item is assigned at random to one of you, one item at a time — including the nightmare crystal. There is no bidding, no rolling and no choosing; the summary screen simply shows which item went to whom.

RewardHostHelper
Boss equipment & crystalsplit at randomsplit at random
Experiencefullfull
Boss soul / taming rollown rollown roll

Experience and the soul roll are not divided — both heroes get the full amount and their own independent chance at the skin or the tame. Only the items are shared.

Claiming a Helper's Share

A helper may have answered the call mid-run with a full backpack, so their share is never forced into it. It waits instead.

The host's share behaves normally: it goes straight into their backpack when the fight ends, and can overflow if there is no room. Only the helper's share is queued.

3. Scroll of Pickyness

Consumable loot filter scrolls. When activated, only items of the scroll's rarity or better are picked up during your next run. A strategic gold sink that prevents backpack clutter in high-difficulty farming.

How It Works

Activation

Drop Mechanics

Merchant

ScrollGold CostDust Cost
Commonlevel × 500
Rarelevel × 80level × 80
Strategy: Common scrolls are a good everyday filter for high-difficulty farming where normal items are useless. Rare scrolls are expensive but pay off in long runs at high difficulty where even commons are vendor trash. Save dropped epic+ scrolls for endgame push sessions.

4. Travel Provisions & Scroll of Insight

Two consumables that buff your next run rather than your character. Like the Scroll of Pickyness and Tamer Bait, you activate one in town and it is spent the moment the run begins.

Travel Provisions

Raises the fight cap, so the run keeps going instead of being forced to end. The bonus is added on top of whatever cap the realm already has — see Runs & Retreat — so it works in the Temporal Realm too.

RarityExtra FightsCap in the Eternal Realm
Common+200700
Rare+300800
Exquisite+400900
Epic+5001000
Ancient+6001100

Scroll of Insight

Grants bonus XP on every kill for the whole run. It is additive with the Ad Boost's +10% and with any season XP bonus, so an ancient scroll during a double-XP season stacks with both.

RarityXP BonusWith Ad Boost
Common+20%+30%
Rare+25%+35%
Exquisite+30%+40%
Epic+35%+45%
Ancient+40%+50%

Activation

Drop Mechanics

Merchant

ItemRarityGold Cost
Travel ProvisionsCommonlevel × 50
Scroll of InsightCommonlevel × 50
Strategy: Provisions pay off most at high difficulty, where a run is limited by the fight cap rather than by your survivability — an extra 600 fights is over twice the loot. An Insight scroll is worth saving for a session you will actually play through: the bonus is per kill, so a run cut short wastes it. Stacking both on one long high-difficulty run is the best use of either.

5. Hardcore Mode

An optional character flag chosen at creation. Hardcore characters face permanent consequences — death is forever.

Creating a Hardcore Character

What Kills a Hardcore Character

ActionLethal?
Dying during a runYes — permanent death
Dying in a nightmare fightYes — permanent death
Losing a PvP brawlSafe
Retreating from a runSafe
Retreating from a nightmare fightSafe

What Happens on Death

Hall of Fame

Graveyard

Strategy: PvP and retreat are always safe. Use nightmare scrolls carefully — you can retreat mid-fight, but if you die, it's over. High HP/damage multiplier scrolls are especially risky on hardcore characters.

6. Town Stash (Storage)

Permanent item storage separate from your run backpack. Stash items are safe from salvage and don't count toward backpack capacity.

Storage Chests

Stash Behavior

7. Backpack

PropertyValue
Base capacity24 slots
With ad boost30 slots (+6)

Mid-Run Travel Backpack

8. Ad Boost

Rewarded video ad that gives temporary benefits:

BenefitValue
Duration60 minutes
Extra backpack slots+6 (24 → 30)
XP bonus+10%
Minimum level required5

9. Runs & Retreat

Auto-Retreat on Disconnect

If you lose connection, the server continues fighting headlessly on your behalf:

Note: The server has a 60-second reconnect grace period. If you reconnect within this window, the fight display picks up where it left off with updated HP and fight count.

10. Difficulty & Level Cap

PropertyValue
Max player level9,999
Max difficulty99,999

Difficulty Cap per Player

max_difficulty = min(99999, max(1, player_level × 5))
Player LevelMax Difficulty
15
1050
50250
100500
5002,500
1,0005,000
2,00010,000
20,000+99,999
Endgame: At difficulty 1000+, enemies gain a glow outline and orbiting particles using the area's element colors. Additionally, ALL area monsters become eligible to spawn (instead of just the highest tier), enabling skin farming for dedicated players.

11. Music System

37 unlockable music tracks that play continuously across all scenes in a playlist loop. Music progress is account-wide — shared across all characters.

Area Tracks (24 tracks — 3 per area)

TrackUnlock Condition
Track 1Enter the area for the first time
Track 2Kill ≥ (area_unlock_level + 10) enemies AND defeat a boss in the area
Track 3Reach difficulty ≥ (area_unlock_level × 10) AND defeat a boss in the area

Level Milestone Tracks (11 tracks)

One track unlocked at each of these levels:

5 10 20 40 80 160 320 640 1,280 2,560 5,120

Other Tracks

TrackCondition
Time PlayedTotal 1 hour of play time
TownAlways unlocked
Playlist: New unlocks are automatically added to your playlist. You can customize which tracks play via the Playlist overlay in the Options menu — toggle individual songs on/off with checkboxes. Click a track name to jump to it immediately.

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